Characters are naked when sitting if wearing custom clothes

Open discussion forum. For topics that do not fit anywhere else.
Post Reply
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Characters are naked when sitting if wearing custom clothes

Post by Yukiko »

I think this falls under General Discussion.

The topic says it but here's a bit more just to fill in the corners and because I have a hard time making short posts sometimes
:)

I have added custom clothes to the art files. I added the definitions for standard animations to be assigned the new clothes to body.def. Everything is fine while the characters are standing but when they sit down they're naked.

If anyone has any ideas, I'm open to hearing them.

Thanks.
Danielle
Grandmaster Poster
Posts: 104
Joined: Tue Feb 07, 2006 3:32 pm

Post by Danielle »

I'm guessing when you added the new clothing you gave the new gumps an ID greater than 52000/62000.

This is a weakness in the UO client. OSI never bothered to fully code support for animations with gumps exceeding 52000/62000. You have to add the gumps below that ID number for them to show up while sitting.

If that doesn't make sense, or you need more info, let me know. I'll try to go into more depth. Been awhile sense I've thought about this stuff.
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

Makes sense except I am not sure what you mean by 52000/62000. Either way I assume that I might have placed them above 52000.
I'll check on that. It's very likely that's what I did.

It's been a while since I did the additions so I can' t remember.

Thanks.
SMJ
Grandmaster Poster
Posts: 113
Joined: Wed May 10, 2006 5:15 pm

Post by SMJ »

52K is for male gumps, 62K is for female; they are offset by 10K in the client files. I could be mistaken on specific details, but it's been years since I've tried adding equip-gumps to files.
Danielle
Grandmaster Poster
Posts: 104
Joined: Tue Feb 07, 2006 3:32 pm

Post by Danielle »

Correct, gumps for wearable start at 50,000 and 60,000 -the latter being the start for female clothing. For example the gump for male chainmalle shirt is (I'm making this number up -not the real number) 50,154... so the female version is 60,154.

Anything with an ID between 50,000 and 51,999 will be fully supported and show up when you sit.

Anything beyond that won't show up when you sit.

Hmm... now that I think about it... it might be 50,000 to 50,999. It's been too long, sorry. You might have to experiment a bit. Regardless though.. if the clothing dissapears when you sit down, it's because the gump ID is too high, so bring it within one of the above ranges.

Let us know which range works!
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

Coolies.

Thankls Danielle.

I will get to it as soon as I can. Definitely appreciate all the "non-POL" help.

Oh and I appreciate the "POL help" too.

*smiles*
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

Danielle the range is 50,000 to 50,999 for the male versions and add 10,000 to that for female.

Thanks again for the help.
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

Well, put a hold on that last post.

I am habing trouble again with the newly organized art tiles etc. I am still nakey when I sit down with my newly added art.
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

OK well, I give up.
I spent I don't know how long moving the new art to positions between 50,000 and 50,999, making all the proper settings in tiledata and body.def and my character is still getting naked when she sits down.
*sighs*
Why doesn't some really smart programmer out there write nice configurable 2D client that uses the MUL files from UO and that works with POL?

PS. I bet there's a few of us that would be willing to donate to someone who undertakes such a project.
Danielle
Grandmaster Poster
Posts: 104
Joined: Tue Feb 07, 2006 3:32 pm

Post by Danielle »

Hmm, not sure what else could be causing your issues. In my experience, when I took over my shard from the previous developer, he had accidently put them above the 50,999 range.. and when I fixed them I just decided to start from scratch making the verdata.mul, rather than try to reassign and move things.

So not sure what issues you could be running into with trying to move/reassign ids.

Sorry.
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

If the current client used the verdata.mul file I might be inclined to do that but unfortunately EAI decided to dump the verdata.

The odd thing is that some items do work right and some don't.
Danielle
Grandmaster Poster
Posts: 104
Joined: Tue Feb 07, 2006 3:32 pm

Post by Danielle »

My only advice then would be to examine the ones that are working, and those that are not. See if you can find whats different.

I'm sure you thought of that though. :?
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

*nods*
Yeah. I will next week. The time I gave to the shard this week went into adding my own version of magic resist to the magic and wizardry systems and marrying the 0.97 damage system to all of my hit/spelldamage/ any other damage scripts. Plus fixing a few bugs.

I appreciate the help as always.
Post Reply